Can someone please elaborate on armor stats? on a normal trooper, if damage is 5 or more (without armor or magikcal shields or what not) it dies. But on the stats for Heros, ninjas, large stuff, tanks or just about anything, it gives an amount and type of die. does this mean that you have to roll that many dice each time he gets hit? Thanks for help-

Yes. 1d10 is 1 10-sided die, 5d10 is 5 10-sided, etc. And usually I do roll those every time they get attacked; if there are a lot of dice and you want to move the turn along, you could roll just at the start of each turn or something like that.

yeah or conversely if you want more death you go to a if the dice plus modifier for dmg reaches 4 the lego mans dead., essentialy this moves it to a 50% CHANCE OF DYING IF SHOT/ SLECHED WITH a 1d6 weapon

DARN
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To answer your question in better syntax than those two, every time a unit with a variable armor roll gets hit by an attack that could cause damage, the variable roll must be rolled to determine the unit's armor rating for that attack only.

Regular minifig armor ratings are simplified to just 4 from 1d6. It's a high average. Because most people field a lot of regular minifigs, it's easier to just say 4 than roll 1d6 every time they get hit.

OneEye589 wrote:Regular minifig armor ratings are simplified to just 4 from 1d6. It's a high average. Because most people field a lot of regular minifigs, it's easier to just say 4 than roll 1d6 every time they get hit.

Actually it's a low average. The average roll on 1d6, counting Bonus Dice, is precisely 4.2.

on a 1d6 you can get infinate bonus dice though!
you just need to have a lot of luck.

"some people are like slinkies there really good for nothing, but they still bring a smile to your face when you push them down a flight of stairs""Triangalism! What's the fuckin' point!"How's that compression ratio?

um basically, a normal minnifig will automaticly die if it is hit by an attack equal to or greater than 5, but a awesomer fig, gets to vary his amount of defense, because players feel more attached to them.